1182 tris, with about 30 tris that will be cut. A much more detailed vision of the turret mechanism, without adding any real scripting complications.
I have about 500 tris to spare, so how should I spend them? More greebles on the main gun mechanism, further reinforcing the sense of complexity and scale? Perhaps breaking up the gun barrel, to allow it to retract into itself like the SquareRook? More greebling on the body of the turret, to give it an even larger feel when the skin is on it to give it a scalar feeling? With 500 tris, I can do quite a bit, if I don't waste them on things that don't really add to the visual impact of the piece...
I really hope putting up these WIPs is helping people to understand how I work through the design process and gradually create complexity without wasting faces.
Basically, it's very simple- start with an idea- even a fairly lackluster one... and do a concept drawing. I drew this turret in a side-on view, flat, in about 1 minute with a ball-point pen. I don't believe in doing a million concept drawings, but I always do at least
one before committing myself to modeling time.
Next, model out the rough of that idea. If you're modeling in a mesh-only environment (I use a NURBS modeler) then you need to keep face-count in your mind the whole time. Make the rough match the specifications of your concept drawing.
Once you are done with the rough, evaluate it. Is it less than
half of polycount spec? If not, you're either doing something wrong, or you may be trying to do something that's going to be hard to achieve within the tolerance you've set. If you're at 75% of polycount spec., you probably didn't model it very efficiently.
Assuming that your initial rough is within early spec, start looking for opportunities to greeble. Small detail brings a piece- especially a large one- to life. But keep greebles as low-poly as you can get away with. That allows for yet more greebling, and pretty soon, you're sitting where I am, with 500+ triangles that I can "spend" on whatever I want, and still meet spec.
@Mr. D.: Mechanical simplicity was part of the spec. It will get more complex
looking as I get closer to final, but I fully intend to make it actually very simple to get into the game engine, plus I don't feel that it would be fair to compete with the crazy-cool mechanical concepts that people are putting up- you've seen what I've done with units like the Springer... I don't have anything to prove there
